Mixed Reality Objects in Virtual Reality Environments

ABSTRACT

In one embodiment, a method includes displaying, for one or more displays of a virtual VR device, a first output image comprising a passthrough view of a real-world environment. The method includes identifying, using one or more images captured by one or more cameras of the VR display device, a real-world object in the real-world environment. The method includes receiving a user input indicating a first dimension corresponding to the real-world object. The method includes automatically determining, based on the first dimension, a second and third dimension corresponding to the real-world object. The method includes rendering, for the one or more displays of the VR display device, a second output image of a VR environment. The VR environment includes a MR object that corresponds to the real-world object. The MR object is defined by the determined first, second, and third dimensions.

PRIORITY

This application is a continuation under 35 U.S.C. § 120 of U.S. patentapplication Ser. No. 17/204,699, filed 17 Mar. 2021, which isincorporated herein by reference.

TECHNICAL FIELD

This disclosure generally relates to databases and file managementwithin network environments, and in particular relates to interactingwith mixed reality (MR) objects in a virtual reality (VR) environment.

BACKGROUND

Traditional methods of spatial awareness to keep users in VRenvironments safe require the user to define a boundary wall thatrepresents the outer bounds of a safe boundary perimeter for the user tomove around in. For example, the user can draw a line on the floor in aroom as the boundary. The boundary can be drawn to prevent the user fromrunning into real-world objects such as chairs and desks as they movearound in the VR environment. As the user approaches the boundary, avirtual wall may appear to alert the user they are approaching theboundary, which may indicate that there is a real-world object such as achair or a desk in the user's path.

SUMMARY OF PARTICULAR EMBODIMENTS

In particular embodiments, a user of an immersive virtual reality (VR)system (e.g., head-mounted VR goggles) may have their view of thereal-world environment partially or fully occluded by the VR system, andthus risk running into or hitting real-world objects while immersed in aVR environment. Additionally, immersion in the VR environment maydisorient the user as to their position and/or orientation in thereal-world environment. That is, the user may forget the direction wherefurniture or other objects in their vicinity are. Thus, one technicalchallenge may include interacting with real-world objects while the useris in an immersive VR experience. Traditional methods of keeping theuser safe and helping the user orient themselves in a VR environmentinclude drawing a virtual boundary, which defines a safe zone for theuser while they are in the VR experience. As the user approaches thevirtual boundary, a virtual boundary wall may appear or activate. Thesevirtual boundary walls may have grid-like appearances. These virtualboundary walls may break the immersion of the VR environment, mayinhibit the use of a real-world space while immersed in the VRexperience, and may detract from the user's VR experience. One solutionpresented by the embodiments disclosed herein to address the technicalchallenge of interacting with real-world objects while the user is in animmersive VR experience may be to provide a passthrough view of thereal-world environment within the VR environment to identify real-worldobjects that can be incorporated into the VR environment, and render inthe VR environment a mixed reality (MR) object that corresponds to thereal-world object. A technical advantage of the embodiments may includeincorporating real-world objects as MR objects that the user caninteract with while in the VR environment. As an example and not by wayof limitation, a user may identify a real-world desk in the real-worldenvironment, determine the dimensions of the desk, and render a MR deskcorresponding to the real-world desk for the user to interact with whileimmersed in the VR environment, where the MR desk may correspond to thereal-world environment and be defined by the dimensions of thereal-world desk. This may allow the user to incorporate real-worldobjects into their VR environment, thus expanding the space the user cansafely explore while immersed in the VR environment. Additionally, theuser may be able to use the MR objects to help determine their pose(e.g., position and orientation) in the real-world environment whileimmersed in the VR environment, for example, by incorporating familiarreal-world furniture, walls, electronic devices (e.g., turning areal-world tablet computer into a MR tablet computer), documents (e.g.,turning a real-world memo into a MR memo), and other objects into theirVR environment. Although this disclosure describes a method ofinteracting with real-world objects by rendering MR objects whileimmersed in the VR environment, this disclosure contemplatesincorporating real-world objects in the VR environment in any suitablemanner.

In particular embodiments, one or more computing systems may display,for one or more displays of a virtual VR device, a first output imagecomprising a passthrough view of a real-world environment. The one ormore computing systems may identify, using one or more images capturedby one or more cameras of the VR display device, a real-world object inthe real-world environment. The one or more computing systems mayreceive a user input indicating a first dimension corresponding to thereal-world object. The one or more computing systems may automaticallydetermine, based on the first dimension, a second and third dimensioncorresponding to the real-world object. Then, the one or more computingsystems may render, for the one or more displays of the VR displaydevice, a second output image of a VR environment. The VR environmentmay comprise a MR object that corresponds to the real-world object. TheMR object may be defined by the determined first, second, and thirddimensions.

Certain technical challenges exist for interacting with MR objects in VRenvironments. One technical challenge may include bringing real-worldobjects into a VR environment. The solution presented by the embodimentsdisclosed herein to address this challenge may be to adapt and integratereal-world objects in a real-world environment as MR objects in a VRenvironment. Another technical challenge may include conveying spatialinformation about the real-world environment and real-world objectswithin the real-world environment to a user while the user is immersedin a VR experience. The solution presented by the embodiments disclosedherein to address this challenge may be to render MR objects in the VRenvironment that correspond to real-world objects within the real-worldenvironment so the user can ascertain where they are in the real-worldenvironment, without greatly disrupting the immersion of the VRenvironment. Additionally, the solutions presented by the embodimentsdisclosed herein to address this challenge may be to render apassthrough view of the real-world environment within the VR environmentto help a user identify real-world objects that may cause injury to theuser if the user is not made aware of the presence of the real-worldobjects.

Certain embodiments disclosed herein may provide one or more technicaladvantages. A technical advantage of the embodiments may includeproviding a quick glimpse of the real-world environment through apassthrough view of the real-world environment while immersed in the VRenvironment. Another technical advantage of the embodiments may includeproviding spatial information by allowing the user to quickly togglebetween a VR environment and a real-world environment. Certainembodiments disclosed herein may provide none, some, or all of the abovetechnical advantages. One or more other technical advantages may bereadily apparent to one skilled in the art in view of the figures,descriptions, and claims of the present disclosure.

The embodiments disclosed herein are only examples, and the scope ofthis disclosure is not limited to them. Particular embodiments mayinclude all, some, or none of the components, elements, features,functions, operations, or steps of the embodiments disclosed herein.Embodiments according to the invention are in particular disclosed inthe attached claims directed to a method, a storage medium, a system anda computer program product, wherein any feature mentioned in one claimcategory, e.g. method, can be claimed in another claim category, e.g.system, as well. The dependencies or references back in the attachedclaims are chosen for formal reasons only. However any subject matterresulting from a deliberate reference back to any previous claims (inparticular multiple dependencies) can be claimed as well, so that anycombination of claims and the features thereof are disclosed and can beclaimed regardless of the dependencies chosen in the attached claims.The subject-matter which can be claimed comprises not only thecombinations of features as set out in the attached claims but also anyother combination of features in the claims, wherein each featurementioned in the claims can be combined with any other feature orcombination of other features in the claims. Furthermore, any of theembodiments and features described or depicted herein can be claimed ina separate claim and/or in any combination with any embodiment orfeature described or depicted herein or with any of the features of theattached claims.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 illustrates an example VR system worn by a user, in accordancewith particular embodiments.

FIG. 2 illustrates an example of a passthrough feature, in accordancewith particular embodiments.

FIG. 3 illustrates an example view of a personal UI in a VR environment.

FIG. 4 illustrates an example view of using a VR display device toidentify a real-world object.

FIG. 5 illustrates an example view of indicating a first dimension of areal-world object.

FIG. 6 illustrates an example view of determining a second and thirddimension of a real-world object.

FIG. 7 illustrates an example view determining a first dimension, asecond dimension, and a third dimension of a real-world object in areal-world environment using a controller.

FIG. 8 illustrates an example view of a VR environment with a MR objectcorresponding to a real-world object.

FIG. 9 illustrates an example view of a VR environment with a MR objectcorresponding to a real-world object.

FIG. 10 illustrates an example view of a VR environment with a portionof a MR object having a passthrough view of a real-world environment.

FIG. 11A illustrates an example view of a reality slider of a personalUI configured to show a real-world environment.

FIG. 11B illustrates an example view of a reality slider of a personalUI configured to show a VR environment.

FIG. 12 illustrates an example view of a reality slider of a personal UIconfigured to show a transition between a real-world environment and aVR environment.

FIG. 13 illustrates a third person view of a user approaching a MRobject.

FIG. 14 illustrates a user perspective view of a user approaching a MRobject.

FIG. 15 illustrates a user perspective view of a user at a MR object.

FIG. 16 illustrates an example method for interacting with MR objects inVR environments.

FIG. 17 illustrates an example network environment associated with asocial-networking system.

FIG. 18 illustrates an example computer system.

DESCRIPTION OF EXAMPLE EMBODIMENTS

In particular embodiments, a user of an immersive virtual reality (VR)system (e.g., head-mounted VR goggles) may have their view of thereal-world environment partially or fully occluded by the VR system, andthus risk running into or hitting real-world objects while immersed in aVR environment. Additionally, immersion in the VR environment maydisorient the user as to their position and/or orientation in thereal-world environment. That is, the user may forget the direction wherefurniture or other objects in their vicinity are. Thus, one technicalchallenge may include interacting with real-world objects while the useris in an immersive VR experience. Traditional methods of keeping theuser safe and helping the user orient themselves in a VR environmentinclude drawing a virtual boundary, which defines a safe zone for theuser while they are in the VR experience. As the user approaches thevirtual boundary, a virtual boundary wall may appear or activate. Thesevirtual boundary walls may have grid-like appearances. But these virtualboundary walls may break the immersion of the VR environment, mayinhibit the use of a real-world space while immersed in the VRexperience, and may detract from the user's experience. One solutionpresented by the embodiments disclosed herein to address the technicalchallenge of interacting with real-world objects while the user is in animmersive VR experience may be to provide a passthrough view of thereal-world environment within the VR environment to identify real-worldobjects that can be incorporated into the VR environment, and render inthe VR environment a mixed reality (MR) object that corresponds to thereal-world object. A technical advantage of the embodiments may includeincorporating real-world objects as MR objects that the user caninteract with while in the VR environment. As an example and not by wayof limitation, a user may identify a real-world desk in the real-worldenvironment, determine the dimensions of the desk, and render a MR deskcorresponding to the real-world desk for the user to interact with whileimmersed in the VR environment, where the MR desk may be defined by thedimensions of the real-world desk. This may allow the user toincorporate real-world objects into their VR environment, thus expandingthe space the user can safely explore while immersed in the VRenvironment. Additionally, the user may be able to use the MR objects tohelp determine their pose (e.g., position and orientation) in thereal-world environment while immersed in the VR environment, forexample, by incorporating familiar real-world furniture, walls,electronic devices (e.g., turning a real-world tablet computer into a MRtablet computer), documents (e.g., turning a real-world memo into a MRmemo), and other objects into their VR environment. Although thisdisclosure describes a method of interacting with real-world objects byrendering MR objects while immersed in the VR environment, thisdisclosure contemplates incorporating real-world objects in the VRenvironment in any suitable manner.

FIG. 1 illustrates an example of a virtual reality system 100 worn by auser 102. In particular embodiments, the virtual reality system 100 maycomprise a head-mounted VR display device 135, a controller 106, and oneor more computing systems 110. The VR display device 135 may be wornover the user's eyes and provide visual content to the user 102 throughinternal displays (not shown). The VR display device 135 may have twoseparate internal displays, one for each eye of the user 102 (singledisplay devices are also possible). As illustrated in FIG. 1, the VRdisplay device 135 may completely cover the user's field of view. Bybeing the exclusive provider of visual information to the user 102, theVR display device 135 achieves the goal of providing an immersiveartificial-reality experience. One consequence of this, however, is thatthe user 102 may not be able to see the physical (real-world)environment surrounding him, as his vision is shielded by the VR displaydevice 135. As such, the passthrough feature described herein may betechnically advantageous for providing the user with real-time visualinformation about his physical surroundings.

FIG. 2 illustrates an example of the passthrough feature. A user 102 maybe wearing a VR display device 135 and immersed within a VR environment.A real-world object 145 may be in the physical environment surroundingthe user 102. However, due to the VR display device 135 blocking thevision of the user 102, the user 102 may be unable to directly see thereal-world object 145. To help the user perceive their physicalsurroundings while wearing the VR display device 135, the passthroughfeature captures information about the physical environment using, forexample, one or more cameras 105 such as external-facing cameras 105A-B.The captured information may then be re-projected to the user 102 basedon his viewpoints. In particular embodiments where the VR display device135 has a right display 136A for the user's right eye and a left display136B for the user's left eye, the virtual reality system 100 mayindividually render (1) a re-projected view 145A of the physicalenvironment for the right display 135A based on a viewpoint of theuser's right eye and (2) a re-projected view 145B of the physicalenvironment for the left display 135B based on a viewpoint of the user'sleft eye.

Referring again to FIG. 1, the VR display device 135 may haveexternal-facing cameras, such as the two forward-facing cameras 105A and105B shown in FIG. 1. While only two forward-facing cameras 105A-B areshown, the VR display device 135 may have any number of cameras facingany direction (e.g., an upward-facing camera to capture the ceiling orroom lighting, a downward-facing camera to capture a portion of theuser's face and/or body, a backward-facing camera to capture a portionof what's behind the user, and/or an internal camera for capturing theuser's eye gaze for eye-tracking purposes). The external-facing camerasmay be configured to capture the physical environment around the userand may do so continuously to generate a sequence of frames (e.g., as avideo). As previously explained, although images captured by theforward-facing cameras 105A-B may be directly displayed to the user 102via the VR display device 135, doing so may not provide the user with anaccurate view of the physical environment since the cameras 105A-Bcannot physically be located at the exact same location as the user'seyes. As such, the passthrough feature described herein may use are-projection technique that generates a 3D representation of thephysical environment and then renders images based on the 3Drepresentation from the viewpoints of the user's eyes.

The 3D representation may be generated based on depth measurements ofphysical objects observed by the cameras 105A-B. Depth may be measuredin a variety of ways. In particular embodiments, depth may be computedbased on stereo images. For example, the two forward-facing cameras105A-B may share an overlapping field of view and be configured tocapture images simultaneously. As a result, the same physical object maybe captured by both cameras 105A-B at the same time. For example, aparticular feature of an object may appear at one pixel p_(A) in theimage captured by camera 105A, and the same feature may appear atanother pixel p_(B) in the image captured by camera 105B. As long as thedepth measurement system knows that the two pixels correspond to thesame feature, the virtual reality system 100 could use triangulationtechniques to compute the depth of the observed feature. For example,based on the camera 105A's position within a 3D space and the pixellocation of p_(A) relative to the camera 105A's field of view, a linecould be projected from the camera 105A and through the pixel p_(A). Asimilar line could be projected from the other camera 105B and throughthe pixel p_(B). Since both pixels are supposed to correspond to thesame physical feature, the two lines should intersect. The twointersecting lines and an imaginary line drawn between the two cameras105A and 105B form a triangle, which could be used to compute thedistance of the observed feature from either camera 105A or 105B or apoint in space where the observed feature is located.

In particular embodiments, the pose (e.g., position and orientation) ofthe VR display device 135 within the environment may be needed. Forexample, in order to render the appropriate display for the user 102while he is moving about in a virtual environment, the virtual realitysystem 100 may need to determine his position and orientation at anymoment. Based on the pose of the VR display device, the virtual realitysystem 100 may further determine the viewpoint of either of the cameras105A and 105B or either of the user's eyes. In particular embodiments,the VR display device 135 may be equipped with inertial-measurementunits (“IMU”). The data generated by the IMU, along with the stereoimagery captured by the external-facing cameras 105A-B, allow thevirtual reality system 100 to compute the pose of the VR display device135 using, for example, SLAM (simultaneous localization and mapping) orother suitable techniques.

In particular embodiments, the virtual reality system 100 may furtherhave one or more controllers 106 that enable the user 102 to provideinputs. The controller 106 may communicate with the VR display device135 or a separate one or more computing systems 110 via a wireless orwired connection. The controller 106 may have any number of buttons orother mechanical input mechanisms. In addition, the controller 106 mayhave an IMU so that the pose of the controller 106 may be tracked. Thecontroller 106 may further be tracked based on predetermined patterns onthe controller. For example, the controller 106 may have severalinfrared LEDs or other known observable features that collectively forma predetermined pattern. Using a sensor or camera, the virtual realitysystem 100 may be able to capture an image of the predetermined patternon the controller. Based on the observed orientation of those patterns,the system may compute the controller's position and orientationrelative to the sensor or camera.

The virtual reality system 100 may further include a one or morecomputing systems 110. The one or more computing systems 110 may be astand-alone unit that is physically separate from the VR display device135 or the computer system 110 may be integrated with the VR displaydevice 135. In embodiments where the one or more computing systems 110is a separate unit, the one or more computing systems 110 may becommunicatively coupled to the VR display device 135 via a wireless orwired link. The one or more computing systems 110 may be ahigh-performance device, such as a desktop or laptop, or aresource-limited device, such as a mobile phone. A high-performancedevice may have a dedicated GPU and a high-capacity or constant powersource. A resource-limited device, on the other hand, may not have a GPUand may have limited battery capacity. As such, the algorithms thatcould be practically used by a virtual reality system 100 depends on thecapabilities of its one or more computing systems 110.

In embodiments where the one or more computing systems 110 is ahigh-performance device, an embodiment of the passthrough feature may bedesigned as follows. Through the external-facing cameras 105A-B of theVR display device 135, a sequence of images of the surrounding physicalenvironment may be captured. The information captured by the cameras105A-B, however, may be misaligned with what the user's eyes may capturesince the cameras could not spatially coincide with the user's eyes(e.g., the cameras may be located some distance away from the user'seyes and, consequently, have different viewpoints). As such, simplydisplaying what the cameras captured to the user may not be an accuraterepresentation of what the user should perceive.

Instead of simply displaying what was captured, the passthrough featuremay re-project information captured by the external-facing cameras105A-B to the user. Each pair of simultaneously captured stereo imagesmay be used to estimate the depths of observed features. As explainedabove, to measure depth using triangulation, the one or more computingsystems 110 may find correspondences between the stereo images. Forexample, the one or more computing systems 110 may determine which twopixels in the pair of stereo images correspond to the same observedfeature. A high-performance one or more computing systems 110 may solvethe correspondence problem using its GPU and optical flow techniques,which are optimized for such tasks. The correspondence information maythen be used to compute depths using triangulation techniques. Based onthe computed depths of the observed features, the one or more computingsystems 110 could determine where those features are located within a 3Dspace (since the one or more computing systems 110 also knows where thecameras are in that 3D space). The result may be represented by a dense3D point cloud, with each point corresponding to an observed feature.The dense point cloud may then be used to generate 3D models of objectsin the environment. When the system renders a scene for display, thesystem could perform visibility tests from the perspectives of theuser's eyes. For example, the system may cast rays into the 3D spacefrom a viewpoint that corresponds to each eye of the user. In thismanner, the rendered scene that is displayed to the user may be computedfrom the perspective of the user's eyes, rather than from theperspective of the external-facing cameras 105A-B.

The process described above, however, may not be feasible for aresource-limited computing unit (e.g., a mobile phone may be the maincomputational unit for the VR display device). For example, unlikesystems with powerful computational resources and ample energy sources,a mobile phone cannot rely on GPUs and computationally-expensivealgorithms (e.g., optical flow) to perform depth measurements andgenerate an accurate 3D model of the environment. Thus, to providepassthrough on resource-limited devices, an optimized process is needed.

In particular embodiments, the computing device may be configured todynamically determine, at runtime, whether it is capable of or able togenerate depth measurements using (1) the GPU and optical flow or (2)the optimized technique using video encoder and motion vectors, asdescribed in further detail below. For example, if the device has a GPUand sufficient power budget (e.g., it is plugged into a power source,has a full battery, etc.), it may perform depth measurements using itsGPU and optical flow. However, if the device does not have a GPU or hasa stringent power budget, then it may opt for the optimized method forcomputing depths.

FIG. 3 illustrates an example view of a personal user interface (UI) 115in a VR environment 125. In particular embodiments, the one or morecomputing systems 110 may render, for the one or more displays of the VRdisplay device 135, a personal UI 115. The personal UI 115 may appear asan interface for the user 102 wearing the VR display device 135, asshown in FIGS. 1 and 2. The personal UI 115 may display one or moreapplications 120, menu 121, user information 122, and other features orattributes for the user to select. The personal UI 115 may appear as afloating virtual object that appears before the user in both the VRenvironment 125 and the real-world environment 130 (not illustrated).The personal UI 115 may allow the user to perform functions in both theVR environment 125 and the real-world environment 130 (via a passthroughview). The personal UI 115 may allow the user to interact withreal-world objects and MR objects. For example, the user may use thepersonal UI 115 to identify a real-world object 145 (e.g., via apassthrough view). Within the VR environment 125, the personal UI 115may be rendered as a virtual object proximate to a user of the VRdisplay device 135. The personal UI 115 may move corresponding to theuser's movement. That is, the personal UI 115 may remain proximate tothe user as the user moves (e.g., the personal UI 115 may remain in afield of view of the user). For example, as the user moves forward, thepersonal UI 115 may move forward as well. If the user turns, thepersonal UI 115 may also turn to remain proximate to the user. Thepersonal UI may have one or more attributes that adapt with respect tothe MR object 165, such as a form factor and a set of userfunctionalities (discussed in greater detail below).

FIG. 4 illustrates an example view of using a VR display device 135 toidentify a real-world object 145. The real-world object 145 may appearin a real-world environment 130, for example as rendered in apassthrough view of the real-world environment 130. The passthrough viewmay be provided using one or more cameras 105 of the VR display device135. The personal UI 115 may provide the user one or more options foridentifying the real-world object 145. For example and not by way oflimitation, the personal UI 115 may show options to edit the space ofthe VR environment by having the user define a roomscale space, todefine a seat, or to define a desk.

In particular embodiments, the one or more computing systems 110 mayrender, for one or more displays of a VR display device 135, a firstoutput image comprising a passthrough view of a real-world environment130. The first output image may render the first output image of thereal-world environment 130 by using the one or more cameras 105 of theVR display device 135 to provide the passthrough view of the real-worldenvironment 130. As an example and not by way of limitation, the one ormore computing systems 110 may show to the user wearing the VR displaydevice, via a passthrough view, the real-world environment 130, whichmay contain one or more real-world objects 145. The passthrough view ofthe real-world environment 130 may be captured using the one or morecameras 105. Although this disclosure describes rendering an outputimage comprising a passthrough view of a real-world environment 130,this disclosure contemplates rendering an output image in any suitablemanner.

In particular embodiments, the one or more computing systems 110 mayidentify, using one or more images captured by one or more cameras 105of the one or more displays of the VR display device 135, a real-worldobject 145 in the real-world environment 130. The one more imagescaptured by the one or more cameras 105 may provide the user a view(e.g., a passthrough view) of the real-world environment 130 (e.g., theuser's living room) with the one or more real-world objects 145 (e.g.,furniture such as couches and desks, and other objects). As an exampleand not by way of limitation, the computing system 110 may show apassthrough view of the real-world environment 130 containing thereal-world object 145 (such as a couch). The user may use the personalUI 115 to select the type of real-world object 145 to be identified. Forexample, the user may use the personal UI 115 to identify a roomscalespace (such a room in the real-world environment 130), a seat space(such as a couch or a chair), and a desk space (such as a desk or atable). Although this disclosure describes identifying real-worldobjects in a particular manner, this disclosure contemplates identifyingreal-world objects in any suitable manner.

FIG. 5 illustrates an example view of indicating a first dimension 150of a real-world object 145. A user may draw a line corresponding to afirst dimension 150 of a real-world object 145 (e.g., a couch) bydrawing a line that defines a length of the couch. The user may draw theline using a controller 106. The one or more computing systems 110 mayalso automatically determine the first dimension 150 (e.g., a length ofthe couch) and the user can confirm or edit the first dimension 150.

In particular embodiments, the one or more computing systems 110 mayreceive a first user input indicating a first dimension 150corresponding to the real-world object 145. For example, the one or morecomputing systems 110 may receive a measurement of the first dimension150 of the real-world object 145 as measured by a user (e.g. by the userusing the controller 106). The dimension (e.g., the first dimension 150)may correspond to a height, width, length, radius, circumference, orother form of dimensional measurement of the real-world object 145. Thefirst dimension 150 corresponding to the real-world object 145 may alsobe automatically determined using one or more sensors of the VR displaydevice (e.g., measurement sensors, camera sensors, etc.). The firstdimension 150 corresponding to the real-world object 145 may also besemi-automatically determined, e.g., by automatically measuring thefirst dimension 150 using one or more sensors, and having the userconfirm or edit the measurement. The user input indicating the firstdimension 150 of the real-world object 145 may be a virtual line createdby a user of the VR display device 135 within the VR environmentdefining an edge of the real-world object 145. As an example and not byway of limitation, the user may use the controller 106 to measure afirst dimension 150 of the real-world object 145, such as the front edgeof a couch. The user input indicating the first dimension of thereal-world object may be two virtual points created by a user of the VRdisplay device 135 within the VR environment 125 defining endpoints of avirtual line corresponding to an edge of the real-world object 145. Asan example and not by way of limitation, the user may define a firstendpoint of the first dimension (e.g., a left corner front edge of acouch) and the user may define a second endpoint of the first dimension(e.g., a right corner front edge of the couch), and a virtual line canbe automatically drawn between the first and the second endpoints thatdefine a dimension (e.g., the first dimension 150) of the couch. Thatis, the user may measure from one end of the couch to the other end ofthe couch, to define the first dimension 150 of a surface where the useris able to sit. As another example, the first dimension 150 maycorrespond to a height, width, length, or other dimensional measurementof a desk. Although this disclosure describes receiving a first userinput indicating a first dimension corresponding to a particular manner,this disclosure contemplates receiving an input indicating a firstdimension corresponding to a real-world object in any suitable manner.

FIG. 6 illustrates an example view of determining a second dimension 155and a third dimension 160 of a real-world object 145. After receivingthe first dimension 150 of the real-world object 145 (e.g., the lengthof a couch), the computing system may determine the second dimension 155and the third dimension 160 of the real-world object 145 (e.g., theheight and width of the couch) automatically using one or more sensorsof the VR display device, or by having the user define the second andthird dimensions (e.g., by using the controller 106 to define the secondand third dimensions). Once the first, second, and third dimensions aredetermined, the personal UI 115 can provide the user an input to confirmthe determined dimensions, or provide the user an input to redraw orredefine the first, second, and/or third dimensions.

In particular embodiments, the one or more computing systems 110 mayautomatically determine, based on the first dimension 150, a seconddimension 155 and a third dimension 160 corresponding to the real-worldobject 145. The one or more computing systems may automaticallyextrapolate, based on the first dimension 150, what the second dimension155 and the third dimension 160 may be. The second dimension 155 and thethird dimension 160 may be automatically determined using one or moresensors of the VR display device 135 (e.g., camera sensor, depthperception sensor, etc.) or by using an edge detection filter. Thesecond dimension 155 and the third dimension 160 may semi-automaticallydetermined (e.g., one or more sensors determine the second dimension 155and the third dimension 160, and the dimensions are confirmed by theuser). Semi-automatically determining the second and third dimensionsmay also entail defining a predetermined second and third dimension,where the user then adjusts the predetermined second and thirddimensions to match the actual dimensions. In particular embodiments,the user defines each dimension (e.g., the user uses the controller 106to define each of the first, second, and third dimensions). If the firstdimension 150 corresponds to the length of the real-world object 145,then the second dimension may correspond to a width of the real-worldobject 145, and the third dimension may correspond to a height of thereal-world object 145. As an example and not by way of limitation, ifthe one or more computing systems 110 receive an indication of a firstdimension 150 corresponding to the real-world object 145 (e.g., a lengthof a couch), then the one or more computing systems 110 mayautomatically determine the second and third dimensions (e.g., theheight and width) of the couch. Although this disclosure describesdetermining a second and third dimension in a particular manner, thisdisclosure contemplates determining a second and third dimension in anysuitable manner.

FIG. 7 illustrates an example view of determining a first dimension, asecond dimension, and a third dimension of a real-world object in areal-world environment using a controller. FIG. 8 illustrates an exampleview of a VR environment with a MR object corresponding to a real-worldobject. In particular embodiments, the user input indicating a dimension(e.g., the first dimension 150) of the real-world object 145 is a singlevirtual point created by a user of the VR display device 135 within theVR environment 125 defining a surface of the real-world object 145. Thevirtual point may be created using a controller 106. The controller 106may be used to determine the first dimension 150, the second dimension155, and the third dimension 160 of the real-world object 145. As anexample and not by way of limitation, the user can place the controller106 on a surface of the real-world object 145 (e.g., the user can placethe controller on a planar surface of a real-world desk), and the one ormore computing systems 110 can determine, based on the position of thecontroller 106, the first, second, and third dimensions of thereal-world object 145. The one or more computing systems can determineone or more of the dimensions based on the location of the controller onthe real-world object 145, and automatically extrapolate the dimensionsof the real-world object 145 to render a second output image of the VRenvironment 125 with the MR object 165 corresponding to the real-worldobject 145 and defined by the first dimension 150, second dimension 155,and third dimension 160 of the real-world object 145.

In particular embodiments, the VR system 100 may automatically detectpotential MR objects 165. For example, real-world objects 145 may beautomatically detected and rendered as MR objects 165. The VR system 100can automatically identify real-world objects to be rendered as MRobjects 165, and the user can confirm whether or not the real-worldobjects 145 are to be rendered as MR objects 165. For example, thepotential MR object 165 can be rendered as a “lucid” (e.g., opaque,colored, or ghostly) outline of the real-world object 145, and the usercan render the real-world object 145 as a MR object 165 by pointing,clicking on (via the controller 106), touching, or otherwise indicatingthe real-world object 145 the user would like to render as a MR object165.

FIG. 9 illustrates an example view of a VR environment 125 with a MRobject 165 corresponding to a real-world object 145. The VR environmentmay contain one or more objects such as MR objects 165, which may havethe same dimensions as the real-world object 145 (e.g., the real-worldobject 145 as illustrated in FIGS. 4-6). The pose (e.g., position andorientation) of the MR object 165 in the VR environment 125 maycorrespond to the pose of the real-world object 145 in the real-worldenvironment 130. That is, if the user is standing in the same pose inthe VR environment 125 and the real-world environment 130, the pose ofthe MR object 165 will correspond to the pose of the real-world object145.

One technical challenge may include bringing real-world objects 145 intoa VR environment 125. One solution disclosed herein to address thischallenge may be to adapt and integrate real-world objects 145 in areal-world environment 130 as MR objects 165 in a VR environment 125. Inparticular embodiments, the one or more computing systems 110 mayrender, for the one or more displays of the VR display device 135, asecond output image of a VR environment 130. The VR environment 125 maycomprise one or more MR objects 165 that correspond to real-worldobjects 145. The MR object 165 may be defined by the determined firstdimension 150, the determined second dimension 155, and the determinedthird dimension 160 (e.g., the MR object 165 may have the samedimensions as the real-world object 145 illustrated in FIGS. 4-6). Thatis, using the determined first dimension 150, the determined seconddimension 155, and the determined third dimension 160 of the real-worldobject 145, the one or more computing systems 110 may render for the oneor more displays of the VR display device 135 a rendering of the MRobject 165 that is constructed using and based on dimensions and/or poseof the real-world object 145. As an example and not by way oflimitation, after determining the dimensions of the real-world object145 (e.g., the real-world couch), the one or more computing systems 110may render a MR object 165 (e.g., a MR couch) in the VR environment 125that corresponds to the dimensions of the real-world object 145 (e.g.,has substantially the same shape and size of the real-world object 145).Thus, when the user is immersed in the VR environment 125 and goes tosit on the MR couch, they will know they are sitting on a real-worldcouch in the real-world environment 130. Although this disclosuredescribes rendering a second output image comprising a MR object in aparticular manner, this disclosure contemplates rendering a secondoutput image in any suitable manner.

FIG. 10 illustrates an example view of a VR environment 125 with aportion of a MR object 165 having a passthrough view of a real-worldenvironment 130. In particular embodiments, the one or more computingsystems 110 may receive a second user input indicating a selection toview the portion of the passthrough view of the MR object 165. A thirdoutput image may be rendered responsive to receiving the second userinput indicating the selection to view the portion of the passthroughview of the MR object 165. That is, the VR display device 135 may show aportion of the rendered MR object 165 (such as a surface 170 of therendered MR object 165) as a passthrough view of the correspondingreal-world object 145 in the real-world environment 130. As shown inFIG. 10, the surface 170 may be defined by two or more of the determineddimensions (e.g., the surface 170 in FIG. 10 is defined by the firstdimension 150 and the second dimension 155, which defines the seatsurface of the couch). As an example and not by way of limitation, as auser approaches the MR object 165 (e.g., a MR couch based on areal-world couch in the real-world environment 130) the one or morecomputing systems 110 may render a passthrough view showing thereal-world environment 130. The one or more computing systems 110 mayrender a lucid view (e.g., rendered as an opaque or colored outline) ofthe real-world object 145. As such, the user can check to make sure thesurface of the couch the user may plan on sitting on is free ofobstructions or objects. A technical advantage may include providing aquick glimpse of the real-world environment 130 through a passthroughview of the real-world environment 130 while the user is still immersedin the VR environment 125. Thus, for example, if the user has a pet thatjumped onto the couch while the user was immersed in the VR experience,the user can make sure the couch is clear of pets before sitting down.As another example and not by way of limitation, the user may view aportion of a MR desk as a passthrough view of the real-world desk in thereal-world environment 130, to ensure the desk is clear of objects thatthe user's hands may knock over while immersed in the VR experience.Although this disclosure describes rendering a third output image in aparticular manner, this disclosure contemplates rendering a third outputimage in any suitable manner.

A technical challenge may include conveying spatial information aboutthe real-world environment 130 and real-world objects 145 within thereal-world environment 130 to a user while the user is immersed in a VRexperience. The solution disclosed herein to address this challenge maybe to render MR objects 165 in the VR environment 125 that correspond toreal-world objects 145 within the real-world environment 130 so the usercan ascertain where they are in the real-world environment 130, withoutgreatly disrupting the immersion of the VR environment 125.Additionally, the solutions presented by the embodiments disclosedherein to address this challenge may be to render a passthrough view ofthe real-world environment within the VR environment to help a useridentify real-world objects that may cause injury to the user if theuser is not made aware of the presence of the real-world objects. Inparticular embodiments, the one or more computing systems 110 mayreceive a second user input indicating a selection to view the portionof the passthrough view of the MR object 165, and render the thirdoutput image responsive to receiving the second user input indicatingthe selection to view the portion of the passthrough view of the MRobject 165. For example, the user may select (e.g., may select a buttonon the personal UI 115) to view a passthrough view of the MR object 165.The user may indicate (e.g., via a button on the personal UI 115) toview the surface or seat of the couch as a passthrough view of thereal-world environment 130, while maintaining the rendering of the VRenvironment 125 everywhere else. Thus, the user can ensure the MR object165 corresponding to the real-world object 145 is clear of obstacles orother objects.

In particular embodiments, the one or more computing systems 110 maydetermine the MR object 165 object is centered on a field of view of auser of the VR display device 135 for a threshold time period, andrender the third output image responsive to determining that the MRobject 165 is centered on the field of view of the user for thethreshold time period. That is, if the MR object 165 is centered on thefield of view of the user for a predetermined period of time or iscentered on the field of view of the user for a predetermined period oftime, a portion of the MR object 165 may be rendered as a passthroughview of the corresponding real-world object 145 in the real-worldenvironment 130. For example, if the user is looking at a MR couch for apredetermined period of time (e.g., 5 seconds), the one or morecomputing systems may automatically show a passthrough view of thesurface 170 of the couch to allow the user to make sure there are noobjects the user may damage by using the couch, or to make sure thereare no objects that may cause injury to the user if the user sits on thecouch before making sure the couch is clear of objects.

In particular embodiments, the one or more computing systems 110 maydetermine whether a user of the VR display device 135 has approachedwithin a threshold distance of the real-world object 145, and render thethird output image responsive to determining the user has approachedwithin the threshold distance of the real-world object 145. That is, ifthe user gets close to the MR object 165, a portion of the MR object 165may be rendered as a passthrough view of the corresponding real-worldobject 145 in the real-world environment 130. For example, as the userapproaches the MR object 165 (e.g., the couch), the one or morecomputing systems 110 may determine that the user is within a thresholddistance of the real-world object 145, e.g., within 1 meter of thereal-world object 145. After determining the user is within thethreshold distance, the one or more computing systems 110 mayautomatically show a passthrough view of the surface 170 of the couch toallow the user to make sure there are no objects the user may damage byusing the couch, or to make sure there are no objects that can causeinjury to the user if the user sits on the couch before making sure thecouch is clear of objects.

In particular embodiments, the one or more computing systems 110 maydetermine whether the MR object 165 is in a field of view of a user ofthe VR display device 135, and render the third output image responsiveto determining the MR object 165 is in the field of view of the user.That is, if the user glances at the MR object 165, a portion of the MRobject 165 may be rendered as a passthrough view of the correspondingreal-world object 145 in the real-world environment 130. The portion ofthe passthrough view may be rendered to quickly provide the user apreview of MR objects 165 that the user may interact with. Thus, theuser may quickly determine whether an object in the VR environment 130is a MR object 165 that the user may interact with, and if the MR object165 is safe to interact with (e.g., is free of other objects that maycause harm to the user if not cleared from the MR object 165).

In particular embodiments, the one or more computing systems 110 maydetermine whether an object has newly appeared on the real-world object145 that corresponds to the MR object 165. For example, if a user hasrendered the MR object 165 based on the real-world object 145 (e.g., acouch), and the user's pet has subsequently jumped onto the couch, anobject detection filter may be employed to identify the new object(e.g., the pet) that is on the real-world couch. The user can then bealerted to the presence of the new object using the passthrough view toshow the object on the real-world couch, or by rendering the new objectas a lucid object (e.g., an opaque or colored outline of the object).

In particular embodiments, the one or more computing systems 110 mayrender, for the one or more displays of the VR display device 135, avirtual boundary corresponding to the real-world environment 130. The VRenvironment 125 may have a virtual boundary corresponding to thereal-world environment 130. The virtual boundary may mark the edge of asafe area for the user to explore while immersed in the VR environment125. As the user approaches the virtual boundary, a virtual boundarywall may appear or activate. These virtual boundary walls may havegrid-like appearances that may disrupt the immersion while in the VRenvironment 125, detracting from the user's experience. For example, ina room-scale VR environment (where the user can walk around a roomduring the VR experience) the virtual boundary may correspond toreal-world objects 145 (e.g., couches, chairs, tables, walls,impediments, etc.) that the user wearing the VR display device 135 wouldlike to avoid. The virtual boundary may be defined by the user (e.g., byhaving the user manually draw the virtual boundary using the controller106), automatically determined (e.g., an image processor may determine asafe boundary and automatically determines the boundary wall), orsemi-automatically determined (e.g., an image processor may determine orsuggest a safe boundary and the boundary wall, and the user may manuallyaugment or edit the determined boundary wall).

In particular embodiments, the one or more computing systems 110 mayextend the virtual boundary to include the identified real-world object145 responsive to automatically determining the second dimension 155 andthe third dimension 160 corresponding to the real-world object 145. Thatis, if the real-world object 145 lay outside the original virtualboundary defined by the user, then after determining the dimensions ofthe real-world object, the one or more computing systems 110 may extendthe virtual boundary to include the real-world object 145. For example,if the user initially had the virtual boundary go to the edge of thereal-world object (e.g., a couch), then after determining the dimensionsof the couch, the virtual boundary may be extended to include the couch.Thus, the user will not see a virtual boundary wall as they approach orinteract with the couch, reducing the disruption to immersion of the VRexperience.

One of the features or attributes of the personal UI may be a switch,toggle, button, or slider to transition between the VR environment 125and the real-world environment 130. FIG. 11A illustrates an example viewof a reality slider 140 of a personal UI 115 configured to show areal-world environment 130. FIG. 11B illustrates an example view of areality slider 140 of a personal UI 115 configured to show a VRenvironment 125. FIG. 12 illustrates an example view of a reality slider140 of a personal UI 115 configured to show a transition between areal-world environment 130 and a VR environment 125. The reality slider140 can be used to toggle between the real-world environment 130 and theVR environment 125. For example, if the reality slider 140 is all theway to the right (as in FIG. 11A), the VR display device 135 will rendera view (e.g., a passthrough view) of the real-world environment 130. Ifthe reality slider 140 is all the way to the left (as in FIG. 11B), theVR display device 135 will render a view of the VR environment 125. Thereality slider can be toggled to display a blend of the VR environment125 and the real-world environment 130. For example, if the realityslider is somewhere in the middle of the reality slider bar (as in FIG.12), the VR display device 135 may render a blur or other form oftransition between the VR environment 125 and the real-world environment130. That is, the VR environment 125 may come in as an opaque renderingin the real-world environment 130 or the real-world environment 130 maycome in as an opaque rendering in the VR environment 125. A technicaladvantage of the embodiments may include providing spatial informationby allowing the user to quickly toggle between the VR environment 125and the real-world environment 130.

FIG. 13 illustrates a third person view of a user 102 approaching a MRobject 165 in the VR environment 125. The user 102 may approach the oneor more MR objects 165 (e.g., a MR desk and a MR virtual screen).Proximate to the user 102 may be the personal UI 115. As stated above inthe discussion of FIG. 3, the personal UI 115 may have one or moreattributes. The attributes may adapt with respect to the MR object 165.For example, one of the attributes of the personal UI 115 may be a formfactor of the personal UI 115 (e.g., an appearance or layout of thepersonal UI 115). The form factor of the personal UI 115 may take ondifferent appearances or layouts based on a change in the user'senvironment or the user's wants and needs. A first form factor of thepersonal UI 115 may adapt to a second form factor of the personal UI 115based on a proximity of the user 102 to the MR object 165. Another oneof the attributes of the personal UI 115 may be a set of userfunctionalities of the personal UI. The set of user functionalities ofthe personal UI may change or adapt in response to a user selection toadapt the personal UI 115 or the user approaching the MR object 165.That is, a first set of user functionalities of the personal UI 115 mayto a second set of user functionalities of the personal UI based on aproximity of the user to the MR object. For example, a first form factorof the personal UI may be a floating virtual object that is in front ofand proximate to the user 102. A first set of user functionalities mayinclude a first set of applications that may include, for example,entertainment focused functionalities such as video game applications120 and video streaming applications 120. As the user approaches the MRobject 165 (e.g., as the user approaches the MR desk), the attributes ofthe personal UI 115 may adapt to the MR object 165. The proximity of theuser 102 to the MR object 165 may be measured by determining the userhas approached within a threshold distance of the MR object 165. Forexample, the threshold distance may be 1 meter from the MR object 165.As the user approaches within the threshold distance, the one or moreattributes of the personal UI 115 may adapt with respect to the MRobject 165.

FIG. 14 illustrates a user perspective view of a user 102 approaching aMR object 165. FIG. 15 illustrates a user perspective view of a user 102at a MR object 165. As the user 102 gets closer to the MR object 165(e.g., the MR desk), the personal UI 115 may adapt to the MR desk. Thepersonal UI 115 may adapt by changing from a first form factor to asecond form factor. For example, the first form factor of the personalUI (e.g., a floating virtual object as seen in FIG. 13) may “snap” oraffix itself to a MR object 165 (such as a MR screen that corresponds toa real-world screen in the real-world environment 130) or a VR object(such as a virtual screen on the MR desk). Thus, the personal UI 115 mayhave a second form factor that imitates a workplace monitor setup on adesk. Additionally, the first set of user functionalities (e.g., thegaming and streaming applications 120 as seen in FIG. 13) may adapt to asecond set of functionalities (e.g., the work chat, business network,and internet browser applications 120 as seen in FIGS. 14 and 15). Thatis, the set of functionalities may adapt to the MR object by detectingthat when the user 102 is at the MR desk, the user enters a “work” mode.Thus, the set of functionalities can adapt from entertainment (e.g.,games, streaming, etc. applications) to work-related applications (suchas work chat, business network, etc. applications). As another exampleand not by way of limitation, if the user 102 approaches a MR couch, thesecond form factor of the personal UI 115 may appear as a movie-theaterscreen or wide-screen television, with a second set of functionalitiesgeared towards entertainment-related applications (such as gaming orstreaming applications).

In particular embodiments, the personal UI 115 may include a switch,toggle, button, or slider to transition between the different userfunctionalities. For example, there may be an icon on the personal UI115 that, when selected, switches the form factor from a first formfactor to a second form factor. There may be an icon on the personal UIthat, when selected, switches from a first set of user functionalities(such as a set of work-related applications) to a second set of userfunctionalities (such as a set of entertainment-related applications).

FIG. 16 illustrates an example method 1600 for interacting with MRobjects in VR environments. The method may begin at step 1610, where oneor more computing systems may render, for one or more displays of a VRdisplay device, a first output image comprising a passthrough view of areal-world environment. At step 1620, the method may includeidentifying, using one or more images captured by one or more cameras ofthe one or more displays of the VR display device, a real-world objectin the real-world environment. At step 1630, the method may includereceiving a first user input indicating a first dimension correspondingto the real-world object. At step 1640, the method may includeautomatically determining, based on the first dimension, a second andthird dimensions corresponding to the real-world object. At step 1650,the method may include rendering, for the one or more displays of the VRdisplay device, a second output image of a VR environment. The VRenvironment may comprise a MR object corresponding to the real-worldobject. The MR object may be defined by the determined first, second,and third dimensions. Particular embodiments may repeat one or moresteps of the method of FIG. 16, where appropriate. Although thisdisclosure describes and illustrates particular steps of the method ofFIG. 16 as occurring in a particular order, this disclosure contemplatesany suitable steps of the method of FIG. 16 occurring in any suitableorder. Moreover, although this disclosure describes and illustrates anexample method for illustrates an example method 1600 for interactingwith MR objects in VR environments including the particular steps of themethod of FIG. 16, this disclosure contemplates any suitable method forillustrates an example method 1600 for interacting with MR objects in VRenvironments including any suitable steps, which may include all, some,or none of the steps of the method of FIG. 16, where appropriate.Furthermore, although this disclosure describes and illustratesparticular components, devices, or systems carrying out particular stepsof the method of FIG. 16, this disclosure contemplates any suitablecombination of any suitable components, devices, or systems carrying outany suitable steps of the method of FIG. 16.

FIG. 17 illustrates an example network environment 1700 associated witha VR or social-networking system. Network environment 1700 includes aclient system 1730, a VR or social-networking system 1760, and athird-party system 1770 connected to each other by a network 1710.Although FIG. 17 illustrates a particular arrangement of client system1730, VR or social-networking system 1760, third-party system 1770, andnetwork 1710, this disclosure contemplates any suitable arrangement ofclient system 1730, VR or social-networking system 1760, third-partysystem 1770, and network 1710. As an example and not by way oflimitation, two or more of client system 1730, VR or social-networkingsystem 1760, and third-party system 1770 may be connected to each otherdirectly, bypassing network 1710. As another example, two or more ofclient system 1730, VR or social-networking system 1760, and third-partysystem 1770 may be physically or logically co-located with each other inwhole or in part. Moreover, although FIG. 17 illustrates a particularnumber of client systems 1730, VR or social-networking systems 1760,third-party systems 1770, and networks 1710, this disclosurecontemplates any suitable number of client systems 1730, VR orsocial-networking systems 1760, third-party systems 1770, and networks1710. As an example and not by way of limitation, network environment1700 may include multiple client system 1730, VR or social-networkingsystems 1760, third-party systems 1770, and networks 1710.

This disclosure contemplates any suitable network 1710. As an exampleand not by way of limitation, one or more portions of network 1710 mayinclude an ad hoc network, an intranet, an extranet, a virtual privatenetwork (VPN), a local area network (LAN), a wireless LAN (WLAN), a widearea network (WAN), a wireless WAN (WWAN), a metropolitan area network(MAN), a portion of the Internet, a portion of the Public SwitchedTelephone Network (PSTN), a cellular telephone network, or a combinationof two or more of these. Network 1710 may include one or more networks1710.

Links 1750 may connect client system 1730, social-networking system1760, and third-party system 1770 to communication network 1710 or toeach other. This disclosure contemplates any suitable links 1750. Inparticular embodiments, one or more links 1750 include one or morewireline (such as for example Digital Subscriber Line (DSL) or Data OverCable Service Interface Specification (DOC SIS)), wireless (such as forexample Wi-Fi or Worldwide Interoperability for Microwave Access(WiMAX)), or optical (such as for example Synchronous Optical Network(SONET) or Synchronous Digital Hierarchy (SDH)) links. In particularembodiments, one or more links 1750 each include an ad hoc network, anintranet, an extranet, a VPN, a LAN, a WLAN, a WAN, a WWAN, a MAN, aportion of the Internet, a portion of the PSTN, a cellulartechnology-based network, a satellite communications technology-basednetwork, another link 1750, or a combination of two or more such links1750. Links 1750 need not necessarily be the same throughout networkenvironment 1700. One or more first links 1750 may differ in one or morerespects from one or more second links 1750.

In particular embodiments, client system 1730 may be an electronicdevice including hardware, software, or embedded logic components or acombination of two or more such components and capable of carrying outthe appropriate functionalities implemented or supported by clientsystem 1730. As an example and not by way of limitation, a client system1730 may include a computer system such as a desktop computer, notebookor laptop computer, netbook, a tablet computer, e-book reader, GPSdevice, camera, personal digital assistant (PDA), handheld electronicdevice, cellular telephone, smartphone, augmented/virtual realitydevice, other suitable electronic device, or any suitable combinationthereof. This disclosure contemplates any suitable client systems 1730.A client system 1730 may enable a network user at client system 1730 toaccess network 1710. A client system 1730 may enable its user tocommunicate with other users at other client systems 1730.

In particular embodiments, client system 1730 (e.g., an HMD) may includea passthrough engine 1732 to provide the passthrough feature describedherein, and may have one or more add-ons, plug-ins, or other extensions.A user at client system 1730 may connect to a particular server (such asserver 1762, or a server associated with a third-party system 1770). Theserver may accept the request and communicate with the client system1730.

In particular embodiments, VR or social-networking system 1760 may be anetwork-addressable computing system that can host an online VirtualReality environment or social network. VR or social-networking system1760 may generate, store, receive, and send social-networking data, suchas, for example, user-profile data, concept-profile data, social-graphinformation, or other suitable data related to the online socialnetwork. Social-networking or VR system 1760 may be accessed by theother components of network environment 1700 either directly or vianetwork 1710. As an example and not by way of limitation, client system1730 may access social-networking or VR system 1760 using a web browser,or a native application associated with social-networking or VR system1760 (e.g., a mobile social-networking application, a messagingapplication, another suitable application, or any combination thereof)either directly or via network 1710. In particular embodiments,social-networking or VR system 1760 may include one or more servers1762. Each server 1762 may be a unitary server or a distributed serverspanning multiple computers or multiple datacenters. Servers 1762 may beof various types, such as, for example and without limitation, webserver, news server, mail server, message server, advertising server,file server, application server, exchange server, database server, proxyserver, another server suitable for performing functions or processesdescribed herein, or any combination thereof. In particular embodiments,each server 1762 may include hardware, software, or embedded logiccomponents or a combination of two or more such components for carryingout the appropriate functionalities implemented or supported by server1762. In particular embodiments, social-networking or VR system 1760 mayinclude one or more data stores 1764. Data stores 1764 may be used tostore various types of information. In particular embodiments, theinformation stored in data stores 1764 may be organized according tospecific data structures. In particular embodiments, each data store1764 may be a relational, columnar, correlation, or other suitabledatabase. Although this disclosure describes or illustrates particulartypes of databases, this disclosure contemplates any suitable types ofdatabases. Particular embodiments may provide interfaces that enable aclient system 1730, a social-networking or VR system 1760, or athird-party system 1770 to manage, retrieve, modify, add, or delete, theinformation stored in data store 1764.

In particular embodiments, social-networking or VR system 1760 may storeone or more social graphs in one or more data stores 1764. In particularembodiments, a social graph may include multiple nodes—which may includemultiple user nodes (each corresponding to a particular user) ormultiple concept nodes (each corresponding to a particular concept)—andmultiple edges connecting the nodes. Social-networking or VR system 1760may provide users of the online social network the ability tocommunicate and interact with other users. In particular embodiments,users may join the online social network via social-networking or VRsystem 1760 and then add connections (e.g., relationships) to a numberof other users of social-networking or VR system 1760 to whom they wantto be connected. Herein, the term “friend” may refer to any other userof social-networking or VR system 1760 with whom a user has formed aconnection, association, or relationship via social-networking or VRsystem 1760.

In particular embodiments, social-networking or VR system 1760 mayprovide users with the ability to take actions on various types of itemsor objects, supported by social-networking or VR system 1760. As anexample and not by way of limitation, the items and objects may includegroups or social networks to which users of social-networking or VRsystem 1760 may belong, events or calendar entries in which a user mightbe interested, computer-based applications that a user may use,transactions that allow users to buy or sell items via the service,interactions with advertisements that a user may perform, or othersuitable items or objects. A user may interact with anything that iscapable of being represented in social-networking or VR system 1760 orby an external system of third-party system 1770, which is separate fromsocial-networking or VR system 1760 and coupled to social-networking orVR system 1760 via a network 1710.

In particular embodiments, social-networking or VR system 1760 may becapable of linking a variety of entities. As an example and not by wayof limitation, social-networking or VR system 1760 may enable users tointeract with each other as well as receive content from third-partysystems 1770 or other entities, or to allow users to interact with theseentities through an application programming interfaces (API) or othercommunication channels.

In particular embodiments, a third-party system 1770 may include one ormore types of servers, one or more data stores, one or more interfaces,including but not limited to APIs, one or more web services, one or morecontent sources, one or more networks, or any other suitable components,e.g., that servers may communicate with. A third-party system 1770 maybe operated by a different entity from an entity operatingsocial-networking or VR system 1760. In particular embodiments, however,social-networking or VR system 1760 and third-party systems 1770 mayoperate in conjunction with each other to provide social-networkingservices to users of social-networking or VR system 1760 or third-partysystems 1770. In this sense, social-networking or VR system 1760 mayprovide a platform, or backbone, which other systems, such asthird-party systems 1770, may use to provide social-networking servicesand functionality to users across the Internet.

In particular embodiments, a third-party system 1770 may include athird-party content object provider. A third-party content objectprovider may include one or more sources of content objects, which maybe communicated to a client system 1730. As an example and not by way oflimitation, content objects may include information regarding things oractivities of interest to the user, such as, for example, movie showtimes, movie reviews, restaurant reviews, restaurant menus, productinformation and reviews, or other suitable information. As anotherexample and not by way of limitation, content objects may includeincentive content objects, such as coupons, discount tickets, giftcertificates, or other suitable incentive objects.

In particular embodiments, social-networking or VR system 1760 alsoincludes user-generated content objects, which may enhance a user'sinteractions with social-networking or VR system 1760. User-generatedcontent may include anything a user can add, upload, send, or “post” tosocial-networking or VR system 1760. As an example and not by way oflimitation, a user communicates posts to social-networking or VR system1760 from a client system 1730. Posts may include data such as statusupdates or other textual data, location information, photos, videos,links, music or other similar data or media. Content may also be addedto social-networking or VR system 1760 by a third-party through a“communication channel,” such as a newsfeed or stream.

In particular embodiments, social-networking or VR system 1760 mayinclude a variety of servers, sub-systems, programs, modules, logs, anddata stores. In particular embodiments, social-networking or VR system1760 may include one or more of the following: a web server, actionlogger, API-request server, relevance-and-ranking engine, content-objectclassifier, notification controller, action log,third-party-content-object-exposure log, inference module,authorization/privacy server, search module, advertisement-targetingmodule, user-interface module, user-profile store, connection store,third-party content store, or location store. Social-networking or VRsystem 1760 may also include suitable components such as networkinterfaces, security mechanisms, load balancers, failover servers,management-and-network-operations consoles, other suitable components,or any suitable combination thereof. In particular embodiments,social-networking or VR system 1760 may include one or more user-profilestores for storing user profiles. A user profile may include, forexample, biographic information, demographic information, behavioralinformation, social information, or other types of descriptiveinformation, such as work experience, educational history, hobbies orpreferences, interests, affinities, or location. Interest informationmay include interests related to one or more categories. Categories maybe general or specific. As an example and not by way of limitation, if auser “likes” an article about a brand of shoes the category may be thebrand, or the general category of “shoes” or “clothing.” A connectionstore may be used for storing connection information about users. Theconnection information may indicate users who have similar or commonwork experience, group memberships, hobbies, educational history, or arein any way related or share common attributes. The connectioninformation may also include user-defined connections between differentusers and content (both internal and external). A web server may be usedfor linking social-networking or VR system 1760 to one or more clientsystems 1730 or one or more third-party system 1770 via network 1710.The web server may include a mail server or other messagingfunctionality for receiving and routing messages betweensocial-networking or VR system 1760 and one or more client systems 1730.An API-request server may allow a third-party system 1770 to accessinformation from social-networking or VR system 1760 by calling one ormore APIs. An action logger may be used to receive communications from aweb server about a user's actions on or off social-networking or VRsystem 1760. In conjunction with the action log, a third-partycontent-object log may be maintained of user exposures to third-partycontent objects. A notification controller may provide informationregarding content objects to a client system 1730. Information may bepushed to a client system 1730 as notifications, or information may bepulled from client system 1730 responsive to a request received fromclient system 1730. Authorization servers may be used to enforce one ormore privacy settings of the users of social-networking or VR system1760. A privacy setting of a user determines how particular informationassociated with a user may be shared. The authorization server may allowusers to opt in to or opt out of having their actions logged bysocial-networking or VR system 1760 or shared with other systems (e.g.,third-party system 1770), such as, for example, by setting appropriateprivacy settings. Third-party content-object stores may be used to storecontent objects received from third parties, such as a third-partysystem 1770. Location stores may be used for storing locationinformation received from client systems 1730 associated with users.Advertisement-pricing modules may combine social information, thecurrent time, location information, or other suitable information toprovide relevant advertisements, in the form of notifications, to auser.

FIG. 18 illustrates an example computer system 1800. In particularembodiments, one or more computer systems 1800 perform one or more stepsof one or more methods described or illustrated herein. In particularembodiments, one or more computer systems 1800 provide functionalitydescribed or illustrated herein. In particular embodiments, softwarerunning on one or more computer systems 1800 performs one or more stepsof one or more methods described or illustrated herein or providesfunctionality described or illustrated herein. Particular embodimentsinclude one or more portions of one or more computer systems 1800.Herein, reference to a computer system may encompass a computing device,and vice versa, where appropriate. Moreover, reference to a computersystem may encompass one or more computer systems, where appropriate.

This disclosure contemplates any suitable number of computer systems1800. This disclosure contemplates computer system 1800 taking anysuitable physical form. As example and not by way of limitation,computer system 1800 may be an embedded computer system, asystem-on-chip (SOC), a single-board computer system (SBC) (such as, forexample, a computer-on-module (COM) or system-on-module (SOM)), adesktop computer system, a laptop or notebook computer system, aninteractive kiosk, a mainframe, a mesh of computer systems, a mobiletelephone, a personal digital assistant (PDA), a server, a tabletcomputer system, an augmented/virtual reality device, or a combinationof two or more of these. Where appropriate, computer system 1800 mayinclude one or more computer systems 1800; be unitary or distributed;span multiple locations; span multiple machines; span multiple datacenters; or reside in a cloud, which may include one or more cloudcomponents in one or more networks. Where appropriate, one or morecomputer systems 1800 may perform without substantial spatial ortemporal limitation one or more steps of one or more methods describedor illustrated herein. As an example and not by way of limitation, oneor more computer systems 1800 may perform in real time or in batch modeone or more steps of one or more methods described or illustratedherein. One or more computer systems 1800 may perform at different timesor at different locations one or more steps of one or more methodsdescribed or illustrated herein, where appropriate.

In particular embodiments, computer system 1800 includes a processor1802, memory 1804, storage 1806, an input/output (I/O) interface 1808, acommunication interface 1810, and a bus 1812. Although this disclosuredescribes and illustrates a particular computer system having aparticular number of particular components in a particular arrangement,this disclosure contemplates any suitable computer system having anysuitable number of any suitable components in any suitable arrangement.

In particular embodiments, processor 1802 includes hardware forexecuting instructions, such as those making up a computer program. Asan example and not by way of limitation, to execute instructions,processor 1802 may retrieve (or fetch) the instructions from an internalregister, an internal cache, memory 1804, or storage 1806; decode andexecute them; and then write one or more results to an internalregister, an internal cache, memory 1804, or storage 1806. In particularembodiments, processor 1802 may include one or more internal caches fordata, instructions, or addresses. This disclosure contemplates processor1802 including any suitable number of any suitable internal caches,where appropriate. As an example and not by way of limitation, processor1802 may include one or more instruction caches, one or more datacaches, and one or more translation lookaside buffers (TLBs).Instructions in the instruction caches may be copies of instructions inmemory 1804 or storage 1806, and the instruction caches may speed upretrieval of those instructions by processor 1802. Data in the datacaches may be copies of data in memory 1804 or storage 1806 forinstructions executing at processor 1802 to operate on; the results ofprevious instructions executed at processor 1802 for access bysubsequent instructions executing at processor 1802 or for writing tomemory 1804 or storage 1806; or other suitable data. The data caches mayspeed up read or write operations by processor 1802. The TLBs may speedup virtual-address translation for processor 1802. In particularembodiments, processor 1802 may include one or more internal registersfor data, instructions, or addresses. This disclosure contemplatesprocessor 1802 including any suitable number of any suitable internalregisters, where appropriate. Where appropriate, processor 1802 mayinclude one or more arithmetic logic units (ALUs); be a multi-coreprocessor; or include one or more processors 1802. Although thisdisclosure describes and illustrates a particular processor, thisdisclosure contemplates any suitable processor.

In particular embodiments, memory 1804 includes main memory for storinginstructions for processor 1802 to execute or data for processor 1802 tooperate on. As an example and not by way of limitation, computer system1800 may load instructions from storage 1806 or another source (such as,for example, another computer system 1800) to memory 1804. Processor1802 may then load the instructions from memory 1804 to an internalregister or internal cache. To execute the instructions, processor 1802may retrieve the instructions from the internal register or internalcache and decode them. During or after execution of the instructions,processor 1802 may write one or more results (which may be intermediateor final results) to the internal register or internal cache. Processor1802 may then write one or more of those results to memory 1804. Inparticular embodiments, processor 1802 executes only instructions in oneor more internal registers or internal caches or in memory 1804 (asopposed to storage 1806 or elsewhere) and operates only on data in oneor more internal registers or internal caches or in memory 1804 (asopposed to storage 1806 or elsewhere). One or more memory buses (whichmay each include an address bus and a data bus) may couple processor1802 to memory 1804. Bus 1812 may include one or more memory buses, asdescribed below. In particular embodiments, one or more memorymanagement units (MMUs) reside between processor 1802 and memory 1804and facilitate accesses to memory 1804 requested by processor 1802. Inparticular embodiments, memory 1804 includes random access memory (RAM).This RAM may be volatile memory, where appropriate. Where appropriate,this RAM may be dynamic RAM (DRAM) or static RAM (SRAM). Moreover, whereappropriate, this RAM may be single-ported or multi-ported RAM. Thisdisclosure contemplates any suitable RAM. Memory 1804 may include one ormore memories 1804, where appropriate. Although this disclosuredescribes and illustrates particular memory, this disclosurecontemplates any suitable memory.

In particular embodiments, storage 1806 includes mass storage for dataor instructions. As an example and not by way of limitation, storage1806 may include a hard disk drive (HDD), a floppy disk drive, flashmemory, an optical disc, a magneto-optical disc, magnetic tape, or aUniversal Serial Bus (USB) drive or a combination of two or more ofthese. Storage 1806 may include removable or non-removable (or fixed)media, where appropriate. Storage 1806 may be internal or external tocomputer system 1800, where appropriate. In particular embodiments,storage 1806 is non-volatile, solid-state memory. In particularembodiments, storage 1806 includes read-only memory (ROM). Whereappropriate, this ROM may be mask-programmed ROM, programmable ROM(PROM), erasable PROM (EPROM), electrically erasable PROM (EEPROM),electrically alterable ROM (EAROM), or flash memory or a combination oftwo or more of these. This disclosure contemplates mass storage 1806taking any suitable physical form. Storage 1806 may include one or morestorage control units facilitating communication between processor 1802and storage 1806, where appropriate. Where appropriate, storage 1806 mayinclude one or more storages 1806. Although this disclosure describesand illustrates particular storage, this disclosure contemplates anysuitable storage.

In particular embodiments, I/O interface 1808 includes hardware,software, or both, providing one or more interfaces for communicationbetween computer system 1800 and one or more I/O devices. Computersystem 1800 may include one or more of these I/O devices, whereappropriate. One or more of these I/O devices may enable communicationbetween a person and computer system 1800. As an example and not by wayof limitation, an I/O device may include a keyboard, keypad, microphone,monitor, mouse, printer, scanner, speaker, still camera, stylus, tablet,touch screen, trackball, video camera, another suitable I/O device or acombination of two or more of these. An I/O device may include one ormore sensors. This disclosure contemplates any suitable I/O devices andany suitable I/O interfaces 1808 for them. Where appropriate, I/Ointerface 1808 may include one or more device or software driversenabling processor 1802 to drive one or more of these I/O devices. I/Ointerface 1808 may include one or more I/O interfaces 1808, whereappropriate. Although this disclosure describes and illustrates aparticular I/O interface, this disclosure contemplates any suitable I/Ointerface.

In particular embodiments, communication interface 1810 includeshardware, software, or both providing one or more interfaces forcommunication (such as, for example, packet-based communication) betweencomputer system 1800 and one or more other computer systems 1800 or oneor more networks. As an example and not by way of limitation,communication interface 1810 may include a network interface controller(NIC) or network adapter for communicating with an Ethernet or otherwire-based network or a wireless NIC (WNIC) or wireless adapter forcommunicating with a wireless network, such as a WI-FI network. Thisdisclosure contemplates any suitable network and any suitablecommunication interface 1810 for it. As an example and not by way oflimitation, computer system 1800 may communicate with an ad hoc network,a personal area network (PAN), a local area network (LAN), a wide areanetwork (WAN), a metropolitan area network (MAN), or one or moreportions of the Internet or a combination of two or more of these. Oneor more portions of one or more of these networks may be wired orwireless. As an example, computer system 1800 may communicate with awireless PAN (WPAN) (such as, for example, a BLUETOOTH WPAN), a WI-FInetwork, a WI-MAX network, a cellular telephone network (such as, forexample, a Global System for Mobile Communications (GSM) network), orother suitable wireless network or a combination of two or more ofthese. Computer system 1800 may include any suitable communicationinterface 1810 for any of these networks, where appropriate.Communication interface 1810 may include one or more communicationinterfaces 1810, where appropriate. Although this disclosure describesand illustrates a particular communication interface, this disclosurecontemplates any suitable communication interface.

In particular embodiments, bus 1812 includes hardware, software, or bothcoupling components of computer system 1800 to each other. As an exampleand not by way of limitation, bus 1812 may include an AcceleratedGraphics Port (AGP) or other graphics bus, an Enhanced Industry StandardArchitecture (EISA) bus, a front-side bus (FSB), a HYPERTRANSPORT (HT)interconnect, an Industry Standard Architecture (ISA) bus, an INFINIBANDinterconnect, a low-pin-count (LPC) bus, a memory bus, a Micro ChannelArchitecture (MCA) bus, a Peripheral Component Interconnect (PCI) bus, aPCI-Express (PCIe) bus, a serial advanced technology attachment (SATA)bus, a Video Electronics Standards Association local (VLB) bus, oranother suitable bus or a combination of two or more of these. Bus 1812may include one or more buses 1812, where appropriate. Although thisdisclosure describes and illustrates a particular bus, this disclosurecontemplates any suitable bus or interconnect.

Herein, a computer-readable non-transitory storage medium or media mayinclude one or more semiconductor-based or other integrated circuits(ICs) (such, as for example, field-programmable gate arrays (FPGAs) orapplication-specific ICs (ASICs)), hard disk drives (HDDs), hybrid harddrives (HHDs), optical discs, optical disc drives (ODDs),magneto-optical discs, magneto-optical drives, floppy diskettes, floppydisk drives (FDDs), magnetic tapes, solid-state drives (SSDs),RAM-drives, SECURE DIGITAL cards or drives, any other suitablecomputer-readable non-transitory storage media, or any suitablecombination of two or more of these, where appropriate. Acomputer-readable non-transitory storage medium may be volatile,non-volatile, or a combination of volatile and non-volatile, whereappropriate.

Herein, “or” is inclusive and not exclusive, unless expressly indicatedotherwise or indicated otherwise by context. Therefore, herein, “A or B”means “A, B, or both,” unless expressly indicated otherwise or indicatedotherwise by context. Moreover, “and” is both joint and several, unlessexpressly indicated otherwise or indicated otherwise by context.Therefore, herein, “A and B” means “A and B, jointly or severally,”unless expressly indicated otherwise or indicated otherwise by context.

The scope of this disclosure encompasses all changes, substitutions,variations, alterations, and modifications to the example embodimentsdescribed or illustrated herein that a person having ordinary skill inthe art would comprehend. The scope of this disclosure is not limited tothe example embodiments described or illustrated herein. Moreover,although this disclosure describes and illustrates respectiveembodiments herein as including particular components, elements,feature, functions, operations, or steps, any of these embodiments mayinclude any combination or permutation of any of the components,elements, features, functions, operations, or steps described orillustrated anywhere herein that a person having ordinary skill in theart would comprehend. Furthermore, reference in the appended claims toan apparatus or system or a component of an apparatus or system beingadapted to, arranged to, capable of, configured to, enabled to, operableto, or operative to perform a particular function encompasses thatapparatus, system, component, whether or not it or that particularfunction is activated, turned on, or unlocked, as long as thatapparatus, system, or component is so adapted, arranged, capable,configured, enabled, operable, or operative. Additionally, although thisdisclosure describes or illustrates particular embodiments as providingparticular advantages, particular embodiments may provide none, some, orall of these advantages.

What is claimed is:
 1. A method comprising, by one or more computingsystems: rendering, for one or more displays of a virtual reality (VR)display device, a first output image comprising a passthrough view of areal-world environment; identifying, using one or more images capturedby one or more cameras of the VR display device, a real-world object inthe real-world environment; receiving a first user input indicating afirst surface of the real-world object; automatically determining, basedon the first surface, a first and second dimensions corresponding to thereal-world object; extrapolating, based on the first and seconddimensions, a third dimension corresponding to the real-world object;and rendering, for the one or more displays of the VR display device, asecond output image of a VR environment, wherein the VR environmentcomprises a mixed reality (MR) object corresponding to the real-worldobject, wherein the MR object is defined by the determined first,second, and third dimensions.
 2. The method of claim 1, furthercomprising: accessing one or more images of the real-world environmentcaptured by the one or more cameras of the VR display device; andrendering, for the one or more displays of the VR display device, athird output image comprising a portion of the VR environment and aportion of a passthrough view of the real-world environment based on theaccessed images, wherein the portion of the passthrough view is locatedat a surface of the MR object in the VR environment.
 3. The method ofclaim 2, further comprising: receiving a second user input indicating aselection to view the portion of the passthrough view of the MR object,wherein the third output image is rendered responsive to receiving thesecond user input indicating the selection to view the portion of thepassthrough view of the MR object.
 4. The method of claim 2, furthercomprising: determining the MR object is centered on a field of view ofa user of the VR display device for a threshold time period, wherein thethird output image is rendered responsive to determining that the MRobject is centered on the field of view of the user for the thresholdtime period.
 5. The method of claim 2, further comprising: determiningwhether a user of the VR display device has approached within athreshold distance of the real-world object, wherein the third outputimage is rendered responsive to determining the user has approachedwithin the threshold distance of the real-world object.
 6. The method ofclaim 2, further comprising: determining whether the MR object is in afield of view of a user of the VR display device, wherein the thirdoutput image is rendered responsive to determining the MR object is inthe field of view of the user.
 7. The method of claim 1, furthercomprising: rendering, for the one or more displays of the VR displaydevice, a virtual boundary corresponding to the real-world environment.8. The method of claim 7, further comprising: extending the virtualboundary to include the identified real-world object responsive toextrapolating the third dimension corresponding to the real-worldobject.
 9. The method of claim 1, further comprising: rendering, for theone or more displays of the VR display device, a personal user interface(UI), wherein the personal UI is rendered as a virtual object proximateto a user of the VR display device, wherein the personal UI movescorresponding to the user's movement, and wherein the personal UI hasone or more attributes that adapt with respect to the MR object.
 10. Themethod of claim 9, wherein one of the attributes of the personal UI is aform factor of the personal UI, wherein a first form factor of thepersonal UI adapts to a second form factor of the personal UI based on aproximity of the user to the MR object.
 11. The method of claim 9,wherein one of the attributes of the personal UI is a set of userfunctionalities of the personal UI, wherein a first set of userfunctionalities of the personal UI adapts to a second set of userfunctionalities of the personal UI based on a proximity of the user tothe MR object.
 12. The method of claim 1, wherein the first user inputindicating the first surface of the real-world object is three or morevirtual points created by a user of the VR display device within the VRenvironment defining the first and second dimensions corresponding tothe first surface of real-world object.
 13. The method of claim 1,wherein the first user input indicating the first surface of thereal-world object is a single virtual point created by a user of the VRdisplay device within the VR environment corresponding to the firstsurface of the real-world object.
 14. One or more computer-readablenon-transitory storage media embodying software that is operable whenexecuted to: render, for one or more displays of a virtual reality (VR)display device, a first output image comprising a passthrough view of areal-world environment; identify, using one or more images captured byone or more cameras of the VR display device, a real-world object in thereal-world environment; receive a first user input indicating a firstsurface of the real-world object; automatically determine, based on thefirst surface, a first and second dimensions corresponding to thereal-world object; extrapolate, based on the first and seconddimensions, a third dimension corresponding to the real-world object;and render, for the one or more displays of the VR display device, asecond output image of a VR environment, wherein the VR environmentcomprises a mixed reality (MR) object corresponding to the real-worldobject, wherein the MR object is defined by the determined first,second, and third dimensions.
 15. The media of claim 14, wherein thesoftware is further operable when executed to: access one or more imagesof the real-world environment captured by the one or more cameras of theVR display device; and render, for the one or more displays of the VRdisplay device, a third output image comprising a portion of the VRenvironment and a portion of a passthrough view of the real-worldenvironment based on the accessed images, wherein the portion of thepassthrough view is located at a surface of the MR object in the VRenvironment.
 16. The media of claim 15, wherein the software is furtheroperable when executed to: receive a second user input indicating aselection to view the portion of the passthrough view of the MR object,wherein the third output image is rendered responsive to receiving thesecond user input indicating the selection to view the portion of thepassthrough view of the MR object.
 17. The media of claim 15, whereinthe software is further operable when executed to: determine the MRobject is centered on a field of view of a user of the VR display devicefor a threshold time period, wherein the third output image is renderedresponsive to determining that the MR object is centered on the field ofview of the user for the threshold time period
 18. The media of claim15, wherein the software is further operable when executed to: determinewhether a user of the VR display device has approached within athreshold distance of the real-world object, wherein the third outputimage is rendered responsive to determining the user has approachedwithin the threshold distance of the real-world object.
 19. The media ofclaim 15, further comprising: determine whether the MR object is in afield of view of a user of the VR display device, wherein the thirdoutput image is rendered responsive to determining the MR object is inthe field of view of the user.
 20. A system comprising: one or moreprocessors; and a non-transitory memory coupled to the processorscomprising instructions executable by the processors, the processorsoperable when executing the instructions to: render, for one or moredisplays of a virtual reality (VR) display device, a first output imagecomprising a passthrough view of a real-world environment; identify,using one or more images captured by one or more cameras of the VRdisplay device, a real-world object in the real-world environment;receive a first user input indicating a first surface of the real-worldobject; automatically determine, based on the first surface, a first andsecond dimensions corresponding to the real-world object; extrapolate,based on the first and second dimensions, a third dimensioncorresponding to the real-world object; and render, for the one or moredisplays of the VR display device, a second output image of a VRenvironment, wherein the VR environment comprises a mixed reality (MR)object corresponding to the real-world object, wherein the MR object isdefined by the determined first, second, and third dimensions.